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Conflicting mods and New Game


TheDragonBorn

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Posted
On 1/29/2019 at 3:32 AM, Nazzzgul666 said:

Uninstalling scripted mods is indeed often worse than just keeping them. Script save cleaners have a chance to work but... i wouldn't rely on them.

Not sure why you would reinstall xpmse - you can just disable the .esp (although i don't know how in Vortex), but then it's similar like uninstalling scripted mods - the scripts will remain in your save, honestly i'm not sure how bad that is in this case. 

Another reason you might want to start a new game:

Stack dumps only appear in your log the moment they happen, but their effects may continue forever (in that save). What happens there is scripts running get dumped, if it's a script that isn't meant to stop it won't be called again, so it's just lost. That may even affect vanilla scripts, and afaik there is no way to be sure if that happened or to fix it. 

That's one reason why i always recommend a new game to see if a bug is gone.

 

For creatures not moving: my first guess would be that you had a mod installed that added animations to them, uninstalled that mod and you didn't delete the FNIS output. Most times it's fine to just rerun it and overwrite the old one, but if you just delete mods there won't be "new" files to overwrite them and the creatures break. So try to delete it now then rerun FNIS.

 

CTDs... well. I'm not an expert here, but in the end Skyrim is still Skyrim - it WILL crash from time to time no matter what.^^ Try to follow the recommendations given, and see if they outcome is somehow ok for you, otherwise somebody else will need to help. 

sorry im late just got access to my laptop. my old save is having far less ctd's and if i disable xpmse wouldnt that screw up my skeleton? im using AIO animated pussy as well. it would stop working without it

Posted
Spoiler
8 minutes ago, TheDragonBorn said:

sorry im late just got access to my laptop. my old save is having far less ctd's and if i disable xpmse wouldnt that screw up my skeleton? im using AIO animated pussy as well. it would stop working without it

 

 

You do not disable XPMSE you tick off it's .esp. It will still be there for everything that requires it except for a few mods (notably Dual Sheath Redux) that actually requires the .esp.

Posted
10 hours ago, Psalam said:
  Reveal hidden contents

 

 

You do not disable XPMSE you tick off it's .esp. It will still be there for everything that requires it except for a few mods (notably Dual Sheath Redux) that actually requires the .esp.

so how do i tick its esp off? i thought that was when you went to the plugins side of your mod manager and just unchecked it. im sorry for all the questions im still learning all this

Posted
1 hour ago, TheDragonBorn said:

so how do i tick its esp off? i thought that was when you went to the plugins side of your mod manager and just unchecked it. im sorry for all the questions im still learning all this

? I didn't see any information about your mod manager. Is it Mod Organizer?
if yes:

Spoiler

 

left pane: make sure, the tick mark is ON

right pane: make sure the tick mark is OFF ?

 

=> That way, all elements of XPMSE are available for the game, but just the esp is not loaded

 

 

Posted
3 hours ago, worik said:

? I didn't see any information about your mod manager. Is it Mod Organizer?
if yes:

  Hide contents

 

left pane: make sure, the tick mark is ON

right pane: make sure the tick mark is OFF ?

 

=> That way, all elements of XPMSE are available for the game, but just the esp is not loaded

 

 

it nexus mod manager. sorry

Posted
2 hours ago, TheDragonBorn said:

it nexus mod manager. sorry

You can make the same whit NMM ussing the same instructions.

Mods Tab: make sure, the tick mark is ON ✅

Plugings Tab: make sure the tick mark is OFF ?

 

 

The only REAL diference of NMM and MO, putting apart the speed, is the overwrite system.

In MO you can move any mod up and down in the left pane for change what mods are overwriten/overwrited.

In NMM you must reinstall the mod and say it in each overwrite window for each mod.

Posted
Spoiler
7 hours ago, TheDragonBorn said:

so how do i tick its esp off? i thought that was when you went to the plugins side of your mod manager and just unchecked it. im sorry for all the questions im still learning all this

 

 

Yes, you understand exactly right and I hate going back and forth in conversations like this, I hope this doesn't confuse anything.

Posted
10 hours ago, GenioMaestro said:

You can make the same whit NMM ussing the same instructions.

Mods Tab: make sure, the tick mark is ON ✅

Plugings Tab: make sure the tick mark is OFF ?

 

 

The only REAL diference of NMM and MO, putting apart the speed, is the overwrite system.

In MO you can move any mod up and down in the left pane for change what mods are overwriten/overwrited.

In NMM you must reinstall the mod and say it in each overwrite window for each mod.

just got on, i'll try that now and see if xpmse shows up in my paypyrus log and check to see if it effects my skeleton

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